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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "gfx/gl/gfxGLStateBlock.h"
- #include "gfx/gl/gfxGLDevice.h"
- #include "gfx/gl/gfxGLEnumTranslate.h"
- #include "gfx/gl/gfxGLUtils.h"
- #include "gfx/gl/gfxGLTextureObject.h"
- GFXGLStateBlock::GFXGLStateBlock(const GFXStateBlockDesc& desc) :
- mDesc(desc),
- mCachedHashValue(desc.getHashValue())
- {
- }
- GFXGLStateBlock::~GFXGLStateBlock()
- {
- }
- /// Returns the hash value of the desc that created this block
- U32 GFXGLStateBlock::getHashValue() const
- {
- return mCachedHashValue;
- }
- /// Returns a GFXStateBlockDesc that this block represents
- const GFXStateBlockDesc& GFXGLStateBlock::getDesc() const
- {
- return mDesc;
- }
- /// Called by OpenGL device to active this state block.
- /// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states.
- void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
- {
- // Big scary warning copied from Apple docs
- // http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_performance/chapter_13_section_2.html#//apple_ref/doc/uid/TP40001987-CH213-SW12
- // Don't set a state that's already set. Once a feature is enabled, it does not need to be enabled again.
- // Calling an enable function more than once does nothing except waste time because OpenGL does not check
- // the state of a feature when you call glEnable or glDisable. For instance, if you call glEnable(GL_LIGHTING)
- // more than once, OpenGL does not check to see if the lighting state is already enabled. It simply updates
- // the state value even if that value is identical to the current value.
- #define STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state)
- #define TOGGLE_STATE(state, enum) if(mDesc.state) glEnable(enum); else glDisable(enum)
- #define CHECK_TOGGLE_STATE(state, enum) if(!oldState || oldState->mDesc.state != mDesc.state) if(mDesc.state) glEnable(enum); else glDisable(enum)
- // Blending
- CHECK_TOGGLE_STATE(blendEnable, GL_BLEND);
- if(STATE_CHANGE(blendSrc) || STATE_CHANGE(blendDest))
- glBlendFunc(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest]);
- if(STATE_CHANGE(blendOp))
- glBlendEquation(GFXGLBlendOp[mDesc.blendOp]);
- // Alpha testing
- CHECK_TOGGLE_STATE(alphaTestEnable, GL_ALPHA_TEST);
- if(STATE_CHANGE(alphaTestFunc) || STATE_CHANGE(alphaTestRef))
- glAlphaFunc(GFXGLCmpFunc[mDesc.alphaTestFunc], (F32) mDesc.alphaTestRef * 1.0f/255.0f);
- // Color write masks
- if(STATE_CHANGE(colorWriteRed) || STATE_CHANGE(colorWriteBlue) || STATE_CHANGE(colorWriteGreen) || STATE_CHANGE(colorWriteAlpha))
- glColorMask(mDesc.colorWriteRed, mDesc.colorWriteBlue, mDesc.colorWriteGreen, mDesc.colorWriteAlpha);
-
- // Culling
- if(STATE_CHANGE(cullMode))
- {
- TOGGLE_STATE(cullMode, GL_CULL_FACE);
- glCullFace(GFXGLCullMode[mDesc.cullMode]);
- }
- // Depth
- CHECK_TOGGLE_STATE(zEnable, GL_DEPTH_TEST);
-
- if(STATE_CHANGE(zFunc))
- glDepthFunc(GFXGLCmpFunc[mDesc.zFunc]);
-
- if(STATE_CHANGE(zBias))
- {
- if (mDesc.zBias == 0)
- {
- glDisable(GL_POLYGON_OFFSET_FILL);
- } else {
- F32 bias = mDesc.zBias * 10000.0f;
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(bias, bias);
- }
- }
-
- if(STATE_CHANGE(zWriteEnable))
- glDepthMask(mDesc.zWriteEnable);
- // Stencil
- CHECK_TOGGLE_STATE(stencilEnable, GL_STENCIL_TEST);
- if(STATE_CHANGE(stencilFunc) || STATE_CHANGE(stencilRef) || STATE_CHANGE(stencilMask))
- glStencilFunc(GFXGLCmpFunc[mDesc.stencilFunc], mDesc.stencilRef, mDesc.stencilMask);
- if(STATE_CHANGE(stencilFailOp) || STATE_CHANGE(stencilZFailOp) || STATE_CHANGE(stencilPassOp))
- glStencilOp(GFXGLStencilOp[mDesc.stencilFailOp], GFXGLStencilOp[mDesc.stencilZFailOp], GFXGLStencilOp[mDesc.stencilPassOp]);
- if(STATE_CHANGE(stencilWriteMask))
- glStencilMask(mDesc.stencilWriteMask);
- // "Misc"
- CHECK_TOGGLE_STATE(ffLighting, GL_LIGHTING);
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- CHECK_TOGGLE_STATE(vertexColorEnable, GL_COLOR_MATERIAL);
- if(STATE_CHANGE(fillMode))
- glPolygonMode(GL_FRONT_AND_BACK, GFXGLFillMode[mDesc.fillMode]);
- #undef CHECK_STATE
- #undef TOGGLE_STATE
- #undef CHECK_TOGGLE_STATE
- // TODO: states added for detail blend
- // Non per object texture mode states
- for (U32 i = 0; i < getMin(getOwningDevice()->getNumSamplers(), (U32) TEXTURE_STAGE_COUNT); i++)
- {
- GFXGLTextureObject* tex = static_cast<GFXGLTextureObject*>(getOwningDevice()->getCurrentTexture(i));
- const GFXSamplerStateDesc &ssd = mDesc.samplers[i];
- bool updateTexParam = true;
- glActiveTexture(GL_TEXTURE0 + i);
- switch (ssd.textureColorOp)
- {
- case GFXTOPDisable :
- if(!tex)
- break;
- glDisable(GL_TEXTURE_2D);
- updateTexParam = false;
- break;
- case GFXTOPModulate :
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- break;
- case GFXTOPAdd :
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
- break;
- default :
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- break;
- }
- #define SSF(state, enum, value, tex) if(!oldState || oldState->mDesc.samplers[i].state != mDesc.samplers[i].state) glTexParameteri(tex->getBinding(), enum, value)
- #define SSW(state, enum, value, tex) if(!oldState || oldState->mDesc.samplers[i].state != mDesc.samplers[i].state) glTexParameteri(tex->getBinding(), enum, !tex->mIsNPoT2 ? value : GL_CLAMP_TO_EDGE)
- // Per object texture mode states.
- // TODO: Check dirty flag of samplers[i] and don't do this if it's dirty (it'll happen in the texture bind)
- if (updateTexParam && tex)
- {
- SSF(minFilter, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, tex->mMipLevels), tex);
- SSF(mipFilter, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, tex->mMipLevels), tex);
- SSF(magFilter, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter], tex);
- SSW(addressModeU, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU], tex);
- SSW(addressModeV, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV], tex);
- if( ( !oldState || oldState->mDesc.samplers[i].maxAnisotropy != ssd.maxAnisotropy ) &&
- static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() )
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
- if( ( !oldState || oldState->mDesc.samplers[i].mipLODBias != ssd.mipLODBias ) )
- glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, ssd.mipLODBias);
- }
- }
- #undef SSF
- #undef SSW
- }
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